Controlling game engines Audio
Hi,
Hi I am doing an experiment on audio based games, so wanted to know is there any way I can create an 3D audio based game and control it in Game Engine without programming.. or any option to send or receive UDP messages to link to MAX/MSP or control the engine via MAX/MSP...
Apologies if it sounds little confusing....
Cheers!!!
Without programming? Then you're in the wrong subforum. The dev forum is about the development of Max objects with C/C++. Moving this thread to MaxMSP.
Mattijs
to be honest, i would have to say that any attempt to do so would involve a lot more hassle than would be worthwhile. in order to do it, you'd need to have the game sending a fairly heavy stream of control information to max. in order to get the sound working, you could either have max handle the audio output, or you could write some sort of external that would forward an audio buffer into your game and then output the resulting audio stream from within the game. either way, you'd need to have max running in the background whenever you ran the game.
so... you're better off avoiding max for that sort of project. there are a number of good audio sdk's out there... but as far as i know there really isn't a way to develop a decent, complicated game without any "programming".
if you're new to coding, you might want to check out microsoft's xna game studio express. it's free, and it's probably about as straightforward as anything you'll be able to find without sacrificing quality significantly.
Thank you for helping me out with that query...
I am experimenting to create an Audio Games for Visually Impaired children. An "Audio Game" based in 3D using only Max/MSP but without having any graphics to the Game and make it a Stand Alone Application so it can be played on any platform.
Using Game engines and Interlinking option will be not required if I can create and "Audio Game" in Max/MSP.
I am new to Max/MSP and onto the Forum as well so please any apologies in advance if my query may not sound right.
There are people using Max for prototyping in this manner now.
b
On Feb 14, 2008, at 6:09 PM, thezer0ist wrote:
>
> to be honest, i would have to say that any attempt to do so would
> involve a lot more hassle than would be worthwhile. in order to do
> it, you'd need to have the game sending a fairly heavy stream of
> control information to max. in order to get the sound working, you
> could either have max handle the audio output, or you could write
> some sort of external that would forward an audio buffer into your
> game and then output the resulting audio stream from within the
> game. either way, you'd need to have max running in the background
> whenever you ran the game.
> so... you're better off avoiding max for that sort of project. there
> are a number of good audio sdk's out there... but as far as i know
> there really isn't a way to develop a decent, complicated game
> without any "programming".
barry threw
Media Art and Technology
San Francisco, CA
Work: 857-544-3967
Email: bthrew (at) gmail (dot) com
Web: www.barrythrew.com
that's definitely true. i was refering more to the mechanics of incorporating a max patch into an external game engine.
however, since that seems like that wasn't what the question was about, my statement wasn't really relevent.
since the project is going to be entirely audio based, i'd say that max could definitely work quite well. i'd really be interested to see (or hear) the results..
Ohh..thanks for it, I will surely get back to you once its working or may be in process of working if I need some help Thanks Again..........Cheers!!!!!
I'm sure it's possible through sending OSC-style data from the game engine
to max without sacrificing too much CPU power. The data stream would contain
information such as player position, triggers on events etc...
On 16/02/2008, thezer0ist wrote:
>
>
> that's definitely true. i was refering more to the mechanics of
> incorporating a max patch into an external game engine.
> however, since that seems like that wasn't what the question was about, my
> statement wasn't really relevent.
> since the project is going to be entirely audio based, i'd say that max
> could definitely work quite well. i'd really be interested to see (or hear)
> the results..
>